Problem with texture flipping

In the editor I have added bone for the left arm, then I have added new bone for the right arm with the same texture and flip it horizontally. It shows correctly in the editor, but in viewer that texture looks not flipped. In my own code it looks differently
also, they flipped, but positioning is wrong. Any thoughts? Probably I am doing something wrong.

Looks like it happens when flipped texture is child of non flipped texture. If parent is flipped then flipped child draws ok.

Strangely enough the all stuff you have changed are already presented in runtime classes, but works unstable for me, some of flipped textures looks fine, others moved by X axis. I have debugged the code a little bit, but could not find anything. spriteBatch.Draw
in AnimationPlayer draws positions exactly as they defined in anim xml, but then something goes wrong and they rendered with offset.

The problem was that when you flip a texture using SpriteEffects, it doesn't flip around the origin of the texture, just around the center. When the textures have their white space trimmed (as happens during the packing of texture dictionaries) the center
is moved, but the origin is not.

Now I'm using negative scaling to mirror the textures. This means you have to disable back face culling if you're handling your own SpriteBatch.Begin. (That's handled automatically by Demina if you use the normal Draw calls.)

I updated the sample application to show this working. It's in the svn if you'd like to see it.